Settling Down
I settle in place and start researching Pots, after spinning some spreadsheets to convince myself that even in this unadorned start, a granary will pay for itself soon enough. The first builds are two axes to scout southwest and northeast, and then to hang around on hills outside my empire, fogbusting. I often find that I get in trouble with the barbs when I only have axes to fight them, and as soon as I see I am alone on this island I know I won't be getting War Code until after Mapping.
The Mighty Ten Turners
So pretty soon I know there are no food bonuses on my continent, just loads of gold, and a single puddle for fresh water. Grim stuff. There are some nice beegees southwest of the capital, so I decide to put my second town (2710bc) in that direction, and run both these towns as ten-turn settler factories. I use the fast worker to chop into both granaries. Towns go at RCP3 (7 spots) and RCP6 (5 spots).
Prebuild Planning
I settle the spot south of the gold as my fourth town (2070bc) and immediately start a prebuild for Lighthouse. I get Writing in 1870bc and Mapping in 1325bc. Of course I have prebuilds for a galley and harbour as well as the Lighthouse. This is the same turn my FP becomes available (8 towns), and I start building it in 1175bc in my tenth town, which is at RCP3 due northeast of Carthage. The very tight city placement around here should turn out advantageous when I flip the palace over to someone else's core.
Navy Inaugurated
The first galley leaves its port on the coast north of Carthage in 1275bc and heads in a clockwise direction, as I know there is more land to the northeast. The Lighthouse is still a fair way from completion, but I don't need it yet. The first foreigners I find are the Spaniards. Bella has plenty of techs that I don't of course, and she does already have Mapping, which is a shame. However she does not have Maths, which I have been researching at minimum. Scenting a catch-up opportunity, I switch science back on; Maths is due in 9 turns.
Bella's Friends
Bella immediately sells my contact to Cleo, which is nice of her, but Cleo doesn't give me any better tech-trading opportunites. The next people I meet are the Zulus. Shaka doesn't have Mapping, so I give it to him for Burial and contact with Persia. In 950bc, I discover Maths and it is time to get back to parity. I manage to buy in Bronze, War Code, Wheel, Mysticism, Ironwork, Philosophy, a decent pile of cash, and a mostly-complete set of maps. I could have got Riding too, but prefered the cash, in case I want to build some carts for upgrading. Of course, when I get mainturn control back, I discover that while I have an iron, horses are not so readily accessible.
QSC Stats
I don't stop to take notes for the QSC as I am well past the deadline for submission, but my rough situation is:
11 towns, 29 citizens, 91 tiles.
2 granaries, Lighthouse in progress (mostly done), FP in progress (recently started).
5 workers, at most 12 axes (I probably lost one or two skirmishing with barbs in the northeastern jungle), 2 galleys.
Masonry, Pottery, Burial, Alphabet, Writing, Mapping, Maths nearly complete.
4 contacts, no embassies.
AI Research Shock
After Maths I go for Currency as usual. There wasn't really much thought gone into that, it's just my normal research pattern. In fact, the only two techs I should be thinking about are Construction or Monarchy; I plan to use Monarchy rather than Republic this game, mostly just for a change, and both these techs allow easy-to-get IND wonders, one of which I will use to trigger my GA (I complete the COM Lighthouse in 800bc). I probably would have started on Monarchy already, but Polytheism isn't yet out. Anyway, I am only researching at 10%, so it is no great loss when the AI surprises me by getting Currency in 710bc (only 10 turns since I gave out Maths). I switch to Literature, researching as fast as possible, again expecting to trade for the techs I am
actually interested in.
The Glum Carthaginians
I get Literature in 530bc, and use it to buy Currency, Polytheism, Riding and Laws, as well as the latest maps and treasuries. So now I can start on Monarchy, again researching as fast as I can afford. I am limited by my lux tax, as although most of my towns are still small, I let the two wonder-building towns up to size 6. And the AI is no help on happiness as it is really bad at building harbours and hooking up luxes. I suppose I should have started some dow-fishing alliances, but that is something I would normally use spare techs for, and so far I have been chasing the tech, not leading it.
Pre-Medieval Tension
I have been stockpiling axes for a while, and in 410bc I finally hook one of my iron sources. Upgrading 9 axes to swords puts me strong to everyone except Persia, and over the next couple of turns I find the cash to upgrade another 5. I am getting ready for war with Bella, who had the temerity to found a town in the jungles at the northeastern tip of my island. I make my dow in 310bc, immediately abducting an undefended worker, and the turn after I autoraze the interloping Spanish town. It wasn't in the exact spot I wanted anyway.
Around this time I also meet the Americans, buy Rome's contact from Abe, and start a war between those guys. But I forget to do it as a peace-renegotiation, so I don't really stand to gain much from this arrangement.
Caught Short Again
I am only a couple of turns away from Monarchy when X-man gets it in 290bc. I should have seen that coming, as it was he that got Polytheism, 24 turns previously. Now I make a woeful error: at the reduced rate, I need only one beaker to get the tech. But instead of finishing the research myself, I give X-man 10g to finish it for me. Too late I realise that I cannot now use the usual Big Picture revolt-and-reroll. Disaster!

I could research on to Republic just to get the reroll, although the Spanish already have it. But that's too many beakers for a tech I'm not interested in plus a small reduction on my average expected anarchy duration. I hit revolt and draw 8 turns. You get what you deserve...
Finishing Up the Ancient Age
Now (still 290bc) the only outstanding required tech is Construction. I get it from Shaka in exchange for gpt and war with Spain, then sell Monarchy to him to try to recover the gpt. He pockets 10gpt in the process, which is more than I had hoped he would take. If he drops out of the war in the first 10 turns we'll call it quits! I try a similar deal with Cleo and she keeps all the gpt

At least she agrees to give me a luxury resource for Monarchy. I also bring Persia into the dogpile, letting him into the medieval in the process. Shaka and Cleo were medieval already, or I might have tried holding X-man back. If I plan to fight with swords, there's no hurry to let the AI get pikes.